JnYn (AznIvzn) Permanent Ban Appeal

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JnYn
Posts: 5
Joined: Thu Jun 22, 2017 8:45 am

JnYn (AznIvzn) Permanent Ban Appeal

Post by JnYn »

Your Steam Community Link: http://steamcommunity.com/id/AznIvzn/
Your Steam ID: STEAM_0:1:41966426

Which Admin Punished You: (Check http://disc-ff.com/sourcebanstf2/index.php?p=banlist if you were banned)
darkone2e
Type of punishment(ban, mute, silence or gag):
Permanent Ban
Server where you received the punishment:
24/7 Freak Fortress #1

How long they punished you for:
Permanently

Reason why they punished you:
Multi-Hack

Reason why you think this punishment is unfair/uncalled for/biased, etc.
I was hitting good ambassador shots on the hale and got a cornerstab on him. Immediately after the cornerstab/trickstab, I was banned for multi-hacking. I am assuming I was banned for aimbot/autobackstab, and there is no evidence to support my permanent ban. I have over 3000 hours on this game, with 1200 hours as spy only. I also used to play competitive platinum UCG HL as spy, so I don't think multiple headshots as well as a trickstab on a predictable hale is suspicious. Thank you.

Reason why we should remove the punishment:

Stated above.
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Darkone2e
Veteran
Posts: 580
Joined: Sun Apr 27, 2014 6:13 am

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by Darkone2e »

So almost as soon as this ban goes in I am pounded by people to look at the appeal. I find this very suspect, and will ignore all. Scripts are allowed in the main tf2 rules as it is a built in part of the game, your discussion of scripts on the server as I joined made you a target of observation. The head shots you pulled off were no big deal for the most part as there were body shots as well. The trigger here is the stab, you insta switched your weapon and stabbed then insta switched to your dead ringer. This should not be possible on our servers, there is a script in place to prevent this. Only after seeing this did I ban you. Any counter to allow any player to over ride the server settings is a cheat.
Only if I am told to by our community leaders will I lift or reduce it. Oh and just for a side note calling Sethy predictable as a hale is a bit much.
JnYn
Posts: 5
Joined: Thu Jun 22, 2017 8:45 am

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by JnYn »

Is this autoexec "very suspect"?
sensitivity 2.0
viewmodel_fov 90

//Ambassador Zoom Script
alias "+ambyzoom" "fov_desired 70; viewmodel_fov 54; viewmodel_fov_demo 70; sensitivity 1.5"
alias "-ambyzoom" "fov_desired 90; viewmodel_fov 90; viewmodel_fov_demo 90; sensitivity 2.0"
bind "shift" "+ambyzoom"

//Viewmodel Amby Script

bind "q" "switcher"
bind "mouse2" "+watch;spec_prev"


alias knife_vm_mode "bind mouse1 +viewmodel_knife"
alias amby_vm_mode "bind mouse1 +viewmodel_amby"
alias sap_vm_mode "bind mouse1 +viewmodel_sap"

alias +viewmodel_knife "+attack;r_drawviewmodel 1;spec_next"
alias -viewmodel_knife "-attack;r_drawviewmodel 1"
alias +viewmodel_amby "+attack;+reload;cl_autoreload 0;r_drawviewmodel 0;spec_next"
alias -viewmodel_amby "-attack;r_drawviewmodel 0"
alias +viewmodel_sap "+attack;r_drawviewmodel 1;spec_next"
alias -viewmodel_sap "-attack;r_drawviewmodel 1"


alias equip_knife "slot3;r_drawviewmodel 1;knife_vm_mode"

alias equip_knife2amby "equip_knife;alias switcher equip_amby2knife;bind 2 equip_sap2knife;bind 3 equip_knife;bind 1 equip_amby2knife"
alias equip_knife2sap "equip_knife;alias switcher equip_sap2knife;bind 2 equip_sap2knife;bind 3 equip_knife;bind 1 equip_amby2knife"

alias equip_amby "slot1;r_drawviewmodel 1;amby_vm_mode"

alias equip_amby2sap "equip_amby;alias switcher equip_sap2amby;bind 2 equip_sap2amby;bind 3 equip_knife2amby;bind 1 equip_amby"
alias equip_amby2knife "equip_amby;alias switcher equip_knife2amby;bind 2 equip_sap2amby;bind 3 equip_knife2amby;bind 1 equip_amby"

alias equip_sap "slot2;r_drawviewmodel 1;sap_vm_mode"

alias equip_sap2knife "equip_sap;alias switcher equip_knife2sap;bind 2 equip_sap;bind 3 equip_knife2sap;bind 1 equip_amby2sap"
alias equip_sap2amby "equip_sap;alias switcher equip_amby2sap;bind 2 equip_sap;bind 3 equip_knife2sap;bind 1 equip_amby2sap"

alias +watch "+attack2;r_drawviewmodel 1"
alias -watch "-attack2;r_drawviewmodel 1"

equip_knife2amby

// Null-cancelling movement script
// (prevents you from pressing two opposing directions, which causes you to stop moving)

bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright

alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""

// Good connection
cl_cmdrate 66
cl_interp 0.0333333333333333
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 100000

// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------

// Disable shadows
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
nb_shadow_dist 0

// Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
// competitive TF2 players to see opponents standing
// near the other side of a wall. You may see some
// performance loss from setting this to `1'.
//r_shadows 1
//nb_shadow_dist 400

// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------

// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0
r_eyemove 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyesize 0
blink_duration 0

// Enable facial features -- turning them on lowers framerate by 5ish%
//r_eyes 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_teeth 1

// ----------------------------------------------------------------------------
// Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------

// Disable ragdolls
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

// Enable ragdolls -- lowers by 10ish%
//cl_ragdoll_fade_time 15
//cl_ragdoll_forcefade 0
//cl_ragdoll_physics_enable 1
//g_ragdoll_fadespeed 600
//g_ragdoll_lvfadespeed 100
//ragdoll_sleepaftertime "5.0f"

// ----------------------------------------------------------------------------
// Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------

// Disable gibs
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0

// Enable gibs -- 6-7% less framerate
//cl_phys_props_enable 1
//cl_phys_props_max 128
//props_break_max_pieces -1
//r_propsmaxdist 1000
//violence_agibs 1
//violence_hgibs 1

// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
prop_active_gib_limit 0
props_break_max_pieces_perframe 0
fov_desired 90
cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames
mat_phong 0 // some people don't like this on I prefer it on for sniper though
cl_muzzleflash_dlight_1st 0
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
cl_new_impact_effects 0
cl_show_splashes 0
cl_rumblescale 0
cl_showhelp 0
cl_showpluginmessages 0
cl_debugrumble 0
func_break_max_pieces 0
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
//mat_antialias 1 // apparently having this in config can break the mumble overlay for some users
mat_colcorrection_disableentities 1
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filterlightmaps 1
mat_filtertextures 1
mat_forceaniso 1
mat_hdr_level 0
mat_autoexposure_max 0
mat_autoexposure_min 0
mat_bloomscale 0
mat_bloom_scalefactor_scalar 0
mat_debug_postprocessing_effects 0
mat_debugdepth 0
mat_disable_bloom 1
mat_postprocessing_combine 0
mat_non_hdr_bloom_scalefactor 0
mat_bufferprimitives 1
mat_compressedtextures 1
mat_forcemanagedtextureintohardware 0
mat_framebuffercopyoverlaysize 0
mat_hdr_enabled 0
mat_hdr_manual_tonemap_rate 0
mat_mipmaptextures 0 // ***
mat_non_hdr_bloom_scalefactor 0
mat_showlightmappage -1
mat_softwarelighting 0
mat_software_aa_blur_one_pixel_lines 0
mat_software_aa_edge_threshold 9
mat_software_aa_quality 0// was 9
mat_software_aa_strength 0
mat_software_aa_strength_vgui 0
mat_software_aa_tap_offset 0
mat_software_aa_quality 0
mat_texture_limit -1
mat_use_compressed_hdr_textures 0
mem_max_heapsize 2048
mod_forcedata 1
mod_forcetouchdata 1
mat_max_worldmesh_vertices 512
mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst. - Doesn't really matter much what you set this too if you're cpu bound
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand
mat_trilinear 1
mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
mat_viewportupscale 1
mat_wateroverlaysize 1
mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals
r_3dsky 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 9
r_maxmodeldecal 9
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 0
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_lightaverage 0
r_maxnewsamples 0
r_maxsampledist 1
r_bloomtintb 0
r_bloomtintexponent 0
r_bloomtintg 0
r_bloomtintr 0
r_occlusion 1
r_pixelfog 1
r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforcereflectentities 0
r_drawtracers_firstperson 0 // should give a small fps boost in 1st person
r_dopixelvisibility 0
r_drawbatchdecals 0
r_hunkalloclightmaps 0
r_lightcache_zbuffercache 0
r_PhysPropStaticLighting 0
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 1 // framerates on -most- pcs are higher with these on
violence_hblood 1
mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg
mat_motion_blur_forward_enabled 0
mat_motion_blur_strength 0
r_worldlightmin 0.0001
r_worldlights 0
mp_usehwmmodels -1
mp_usehwmvcds -1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
// silly incompatibility with the Xfire overlay. You should use
// it if you can! - WHO USES XFIRE ANYMORE?
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.

ai_expression_optimization 1
fast_fogvolume 1
host_thread_mode 0 // Not exactly stable
mod_load_anims_async 1
mod_load_mesh_async 1
mod_load_vcollide_async 1
con_enable 1
con_filter_enable 1
con_filter_text_out particle
datacachesize 256

// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
dsp_enhance_stereo 0
dsp_slow_cpu 1
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There's some pretty good information on
// TDRs (nerds only) here:
// http://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality 0
snd_spatialize_roundrobin 1
snd_mixahead .05 // Delay in sound from weapons below .05 has been known to be unstable

// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// nowadays it's generally okay.
//
// Here are the possible values:
// -2 legacy default
// -1 default
// 0 synchronous single thread
// 1 queued single thread
// 2 queued multithreaded
//
// If you have problems with the value `2', try setting it to
// `-1'.
//
// As an aside, there are quite a few bugs in the demo system
// that occur when mat_queue_mode is set to a value that is
// not `-1'. If you intend to do work with the demo system,
// maybe you should change this.
//
//After immense testing I've found that default works perfectly
//fine with setting your Thread usage. It automatically set me
//to 2 every time. I'd say it's safer and likely less buggy to
//leave this at -1 than it is at 2.
//
//As a side not I've noticed micro stutters with mat_queue_mode 2
//at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps

cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014
r_queued_decals 0 // lessens the impact of higher decal limits.
r_queued_ropes 1
r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1

// ----------------------------------------------------------------------------
// HUD
// ----------------------------------------------------------------------------
hud_saytext_time 10 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen
voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off
hud_deathnotice_time 6 // Default is 6, This the the death notices that usually appear at the top right of the screen
hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost.
hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD
hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker

// ----------------------------------------------------------------------------
// Test Shit
// ----------------------------------------------------------------------------
cl_localnetworkbackdoor 0 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost
cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure
//cl_notifications_show_ingame 0 // Pretty sure this disables Trade/Duel Notifications
sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance
tf_scoreboard_ping_as_text 1

// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
cl_ask_blacklist_opt_out "1"
cl_ask_favorite_opt_out "1"
sb_dontshow_maxplayer_warning "1"
tf_explanations_backpackpanel "1"
tf_explanations_charinfo_armory_panel "1"
tf_explanations_charinfopanel "1"
tf_explanations_craftingpanel "1"
tf_explanations_discardpanel "1"
tf_explanations_store "1"
tf_training_has_prompted_for_forums "1"
tf_training_has_prompted_for_loadout "1"
tf_training_has_prompted_for_offline_practice "1"
tf_training_has_prompted_for_options "1"
tf_training_has_prompted_for_training "1"
//net_graph 1 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at
// net_graph 1,2,3,4,5
hud_fastswitch 1
sv_forcepreload 1

// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
echo "---------------------------------------------------------"
echo "Comanglia' frames config loaded. Inspired by Chris config"
echo "---------------------------------------------------------"
JnYn
Posts: 5
Joined: Thu Jun 22, 2017 8:45 am

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by JnYn »

I literally have a fps config, an amby aim script that can be used by anyone, a null movement cancelling script that everyone uses in any higher level play, and a quickswitching amby viewmodel script that is used by a lot of spy players. They can all be found here:
Fps config: http://www.teamfortress.tv/25328/comang ... -fps-guide
Amby Zoom Script: https://www.youtube.com/watch?v=EWd6PZBazkQ (video description)
Null movement script: https://steamcommunity.com/app/440/disc ... 322344477/
amby quickswitch script: https://www.reddit.com/r/tf2/comments/3 ... h=e9d05f2b
JnYn
Posts: 5
Joined: Thu Jun 22, 2017 8:45 am

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by JnYn »

A permanent ban for this for "multi-hack" is unjustified, and I was not even warned before the ban to get rid of the script. In addition, maybe your script is broken, I did not purposely try to "get past" your hale scripts to gain a competitive advantage in a tf2 game mode designed for casual fun.
Last edited by JnYn on Thu Jun 22, 2017 9:41 pm, edited 2 times in total.
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Fire
Owner
Posts: 4568
Joined: Fri Dec 10, 2010 12:27 am

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by Fire »

I will be reviewing this with my admins and get back to you.
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JnYn
Posts: 5
Joined: Thu Jun 22, 2017 8:45 am

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by JnYn »

Thank you Fire.
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Darkone2e
Veteran
Posts: 580
Joined: Sun Apr 27, 2014 6:13 am

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by Darkone2e »

Ban removed under protest.
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Dongle
Forum Mod
Posts: 1408
Joined: Sat Feb 07, 2015 7:58 am
Location: Hell

Re: JnYn (AznIvzn) Permanent Ban Appeal

Post by Dongle »

Appeal accepted.
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